Help With Weapons
#21
Posted 23 December 2014 - 05:04 PM
If you fire every round, and hit with 25% of shots (should be much more accurate than that really, I'd think) you'd be scoring minimum 2k damage. Without using the lasers.
Unless you do have regular 4k+ scoring games, it's way too much ammo, imho.
#22
Posted 23 December 2014 - 05:24 PM
#23
Posted 23 December 2014 - 05:25 PM
So that's around 540 pulls of the trigger, with a potential upper of roughly 2700 damage.
If you hit with 25% above, you're looking at the 600-700 range.
#24
Posted 23 December 2014 - 06:49 PM
Ovion, on 23 December 2014 - 05:25 PM, said:
So that's around 540 pulls of the trigger, with a potential upper of roughly 2700 damage.
If you hit with 25% above, you're looking at the 600-700 range.
Yes you're right.. I assumed that the shots count in the ammo info equates to trigger pulls.. as you say it's actually 3 per pull.
Somehow, though, my 5 cuac5 dwf has never run out of ammo with 10 tons. /shrug.
#25
Posted 23 December 2014 - 06:53 PM
go have fun and rip arms and legs off.
#26
Posted 24 December 2014 - 03:19 AM
If you multi-alpha, the turnover is lower.
I chain only, and it just bleeds ammo
#27
Posted 24 December 2014 - 03:28 AM
Thats my Dakkawolf
Lasers on arm with lower arm actuator so you have a hope of tracking lights.
(or use the prime left arm and go to 6 ERMLs instead of 3MPLs, 3 in each arm, but that gets hot)
10 tons of ammo is plenty, but if you really must have more you can drop the MPLs to ERMLs and up it to 13 tons
10 tons of ammo is 1500 dmg without the lasers. unless you are missing all the damn time, its enough.
Edited by Widowmaker1981, 24 December 2014 - 03:29 AM.
#28
Posted 24 December 2014 - 12:44 PM
Ovion, on 24 December 2014 - 03:19 AM, said:
If you multi-alpha, the turnover is lower.
I chain only, and it just bleeds ammo
Fair point, but I think most folk do chain multi-cuac5, just cos dps is the same after the first few shots, but cockpit rattle is much worse
I also just figured out that 5 chainfired cuac5 is no better than 4 (I have modules, maybe that's a factor).
Most folk likely know this alrdy, I didn't
#29
Posted 24 December 2014 - 12:50 PM
Widowmaker1981, on 24 December 2014 - 03:28 AM, said:
Thats my Dakkawolf
Lasers on arm with lower arm actuator so you have a hope of tracking lights.
(or use the prime left arm and go to 6 ERMLs instead of 3MPLs, 3 in each arm, but that gets hot)
10 tons of ammo is plenty, but if you really must have more you can drop the MPLs to ERMLs and up it to 13 tons
10 tons of ammo is 1500 dmg without the lasers. unless you are missing all the damn time, its enough.
That's a great build there.
#32
Posted 24 December 2014 - 11:08 PM
Use at least enough energy weapons to fill out the dissipation potential of the 10+ DHS your Mech comes with, if you want to minimize the tonnage spent on that go for ER Medium Lasers, the most versatile weapon the Clans have to offer with unbeatable damage+range/ton ratio.
Such huge ammo reserves are a horrible waste of potential burst damage output, you will get way more out of less ammo and a mix of weapons that either synergize well in their range or complement each other in another way. Also, you are less likely to blow up spontaneously by an ammo explosion cascade.
Another way of utilizing a mix of different energy weapons is bracket firing... like the DW Prime is meant for, for example. Use ER LL until the Med Pulses are in optimum range, then switch to the Pulses and stop firing the ER LL. A good way of maximizing damage output over various ranges while keeping the heat in mind.
I mean no offense by this, but single weapon builds are nothing but crutches for players that lack in the areas of weapon/heat management. Sure, multiple different weapons with different ranges and lead requirements may be harder to use, but with the right set up for the specific mech/role, a skilled pilot can get way more out of them, and be much harder to predict by the opponent, too.
Edited by Marcel Bekker, 24 December 2014 - 11:13 PM.
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